Prague, Czech Republic & Virtual | July 4th - July 6th 2022


(Rendering 2022 CGF papers are available here.)
Lighting
Spectral Upsampling Approaches for RGB Illumination
Giuseppe Claudio Guarnera, Yuliya Gitlina, Valentin Deschaintre, and Abhijeet Ghosh
SkyGAN: Towards Realistic Cloud Imagery for Image Based Lighting
Martin Mirbauer, Tobias Rittig, Tomáš Iser, Jaroslav Krivánek, and Elena Šikudová
Sampling
Planetary Shadow-Aware Distance Sampling
Carl Breyer and Tobias Zirr
Volume Rendering
Stenciled Volumetric Ambient Occlusion
Felix Brüll, René Kern, and Thorsten Grosch
Material Modeling and Measurement
Polarization-imaging Surface Reflectometry using Near-field Display
Emilie Nogue, Yiming Lin, and Abhijeet Ghosh
Neural Rendering
A Learned Radiance-Field Representation for Complex Luminaires
Jorge Condor and Adrián Jarabo
NeuLF: Efficient Novel View Synthesis with Neural 4D Light Field
Zhong Li, Liangchen Song, Celong Liu, Junsong Yuan, and Yi Xu
High Performance Rendering
A Real-Time Adaptive Ray Marching Method for Particle-Based Fluid Surface Reconstruction
Tong Wu, Zhiqiang Zhou, Anlan Wang, Yuning Gong, and Yanci Zhang
Precomputed Discrete Visibility Fields for Real-Time Ray-Traced Environment Lighting
Yang Xu, Yuanfa Jiang, Chenhao Wang, Kang Li, Pengbo Zhou, and Guohua Geng
Stylized Rendering
GPU-Driven Real-Time Mesh Contour Vectorization
Wangziwei Jiang, Guiqing Li, Yongwei Nie, and Chuhua Xian
HedcutDrawings: Rendering Hedcut Style Portraits
Karelia Pena-Pena and Gonzalo R. Arce
Patterns and Noises
Spatiotemporal Blue Noise Masks
Alan Wolfe, Nathan Morrical, Tomas Akenine-Möller, and Ravi Ramamoorthi
Industry Track Papers
Multi-Fragment Rendering for Glossy Bounces on the GPU
Atsushi Yoshimura, Yusuke Tokuyoshi, and Takahiro Harada
Generalized Decoupled and Object Space Shading System
Daniel Baker and Mark Jarzynski
GAN-based Defect Image Generation for Imbalanced Defect Classification of OLED panels
Yongmoon Jeon, Haneol Kim, Hyeona Lee, Seonghoon Jo, and Jaewon Kim

Recent Submissions

  • Generalized Decoupled and Object Space Shading System 

    Baker, Daniel; Jarzynski, Mark (The Eurographics Association, 2022)
    We present a generalized decoupled and object space shading system. This system includes a new layer material system, a dynamic hierarchical sparse shade space allocation system, a GPU shade work dispatcher, and a multi-frame ...
  • Multi-Fragment Rendering for Glossy Bounces on the GPU 

    Yoshimura, Atsushi; Tokuyoshi, Yusuke; Harada, Takahiro (The Eurographics Association, 2022)
    Multi-fragment rendering provides additional degrees of freedom in postprocessing. It allows us to edit images rendered with antialiasing, motion blur, depth of field, and transparency. To store multiple fragments, ...
  • GAN-based Defect Image Generation for Imbalanced Defect Classification of OLED panels 

    Jeon, Yongmoon; Kim, Haneol; Lee, Hyeona; Jo, Seonghoon; Kim, Jaewon (The Eurographics Association, 2022)
    Image classification based on neural networks has been widely explored in machine learning and most research have focused on developing more efficient and accurate network models for given image dataset mostly over natural ...
  • Spatiotemporal Blue Noise Masks 

    Wolfe, Alan; Morrical, Nathan; Akenine-Möller, Tomas; Ramamoorthi, Ravi (The Eurographics Association, 2022)
    Blue noise error patterns are well suited to human perception, and when applied to stochastic rendering techniques, blue noise masks can minimize unwanted low-frequency noise in the final image. Current methods of applying ...
  • HedcutDrawings: Rendering Hedcut Style Portraits 

    Pena-Pena, Karelia; Arce, Gonzalo R. (The Eurographics Association, 2022)
    Stippling illustrations of CEOs, authors, and world leaders have become an iconic style. Dot after dot is meticulously placed by professional artists to complete a hedcut, being an extremely time-consuming and painstaking ...
  • GPU-Driven Real-Time Mesh Contour Vectorization 

    Jiang, Wangziwei; Li, Guiqing; Nie, Yongwei; Xian, Chuhua (The Eurographics Association, 2022)
    Rendering contours of 3D meshes has a wide range of applications. Previous CPU-based contour rendering algorithms support advanced stylized effects but cannot achieve realtime performance. On the other hand, real-time ...
  • Precomputed Discrete Visibility Fields for Real-Time Ray-Traced Environment Lighting 

    Xu, Yang; Jiang, Yuanfa; Wang, Chenhao; Li, Kang; Zhou, Pengbo; Geng, Guohua (The Eurographics Association, 2022)
    Rendering environment lighting using ray tracing is challenging because many rays within the hemisphere are required to be traced. In this work, we propose discrete visibility fields (DVFs), which store visibility information ...
  • A Real-Time Adaptive Ray Marching Method for Particle-Based Fluid Surface Reconstruction 

    Wu, Tong; Zhou, Zhiqiang; Wang, Anlan; Gong, Yuning; Zhang, Yanci (The Eurographics Association, 2022)
    In the rendering of particle-based fluids, the surfaces reconstructed by ray marching techniques contain more details than screen space filtering methods. However, the ray marching process is quite time-consuming because ...
  • A Learned Radiance-Field Representation for Complex Luminaires 

    Condor, Jorge; Jarabo, Adrián (The Eurographics Association, 2022)
    We propose an efficient method for rendering complex luminaires using a high quality octree-based representation of the luminaire emission. Complex luminaires are a particularly challenging problem in rendering, due to ...
  • NeuLF: Efficient Novel View Synthesis with Neural 4D Light Field 

    Li, Zhong; Song, Liangchen; Liu, Celong; Yuan, Junsong; Xu, Yi (The Eurographics Association, 2022)
    In this paper, we present an efficient and robust deep learning solution for novel view synthesis of complex scenes. In our approach, a 3D scene is represented as a light field, i.e., a set of rays, each of which has a ...
  • Polarization-imaging Surface Reflectometry using Near-field Display 

    Nogue, Emilie; Lin, Yiming; Ghosh, Abhijeet (The Eurographics Association, 2022)
    We present a practical method for measurement of spatially varying isotropic surface reflectance of planar samples using a combination of single-view polarization imaging and near-field display illumination. Unlike previous ...
  • Stenciled Volumetric Ambient Occlusion 

    Brüll, Felix; Kern, René; Grosch, Thorsten (The Eurographics Association, 2022)
    Screen-space Ambient Occlusion (AO) is commonly used in games to calculate the exposure of each pixel to ambient lighting with the help of a depth buffer. Due to its screen-space nature, it suffers from several artifacts ...
  • Planetary Shadow-Aware Distance Sampling 

    Breyer, Carl; Zirr, Tobias (The Eurographics Association, 2022)
    Dusk and dawn scenes have been difficult for brute force path tracers to handle. We identify that a major source of the inefficiency in explicitly path tracing the atmosphere in such conditions stems from wasting samples ...
  • SkyGAN: Towards Realistic Cloud Imagery for Image Based Lighting 

    Mirbauer, Martin; Rittig, Tobias; Iser, Tomáš; Krivánek, Jaroslav; Šikudová, Elena (The Eurographics Association, 2022)
    Achieving photorealism when rendering virtual scenes in movies or architecture visualizations often depends on providing a realistic illumination and background. Typically, spherical environment maps serve both as a natural ...
  • Spectral Upsampling Approaches for RGB Illumination 

    Guarnera, Giuseppe Claudio; Gitlina, Yuliya; Deschaintre, Valentin; Ghosh, Abhijeet (The Eurographics Association, 2022)
    We present two practical approaches for high fidelity spectral upsampling of previously recorded RGB illumination in the form of an image-based representation such as an RGB light probe. Unlike previous approaches that ...
  • Rendering 2022 Symposium Track: Frontmatter 

    Ghosh, Abhijeet; Wei, Li-Yi (The Eurographics Association, 2022)